Are you confused, or just incompetent?

Ultimately, the resolution to fix Rogues, is to change Vigor to,. which currently only provides 0.5 energy per second per talent.
Rank 2/2
Passive
Increases your maximum energy by 100 and Energy regeneration by 10 per second.
(increases your max energy by 50 energy and Energy regen by 5 per sec per talent)

Vigor should also be middle/higher on the talent tree with this change.

Each spec need a re-work for their energy regeneration, and those numbers need to be buffed significantly.

White damage has become a primary damage dealer rather than ability damage, and for Assassination, not attacking at all to allow Sanguine Blades and preventing your energy from going below 50% has become far too preposterous.

Now for the stats; the energy regeneration rate for Rogues in World of Warcraft has evolved over time, with different factors affecting it across expansions. Here’s a breakdown of how energy regeneration has worked from 2005 to 2024:

1. Vanilla WoW (2004–2006)

  • Energy Regeneration : Rogues regenerated 20 energy per 2 seconds (10 energy per second), ticking every 2 seconds.
  • This was the standard baseline regeneration rate for all Rogues, with minimal ways to increase the rate.

2. The Burning Crusade (2007–2008)

  • Energy Regeneration : The same rate of 10 energy per second was maintained.
  • Rogues could improve energy efficiency via talents like Combat Potency in the Combat tree, which gave a chance to regenerate energy on off-hand weapon hits.

3. Wrath of the Lich King (2008–2010)

  • Energy Regeneration : Again, 10 energy per second was the baseline.
  • Energy regeneration was further influenced by talents such as Adrenaline Rush, which temporarily doubled the energy regeneration rate.
  • Rogues also got the Focused Attacks talent in the Assassination tree, providing energy on critical hits.

4. Cataclysm (2010–2012)

  • Energy Regeneration : Baseline remained 10 energy per second.
  • Talents and abilities such as Venomous Wounds (for Assassination Rogues) allowed additional energy regeneration when applying bleeds.

5. Mists of Pandaria (2012–2014)

  • Energy Regeneration : Still 10 energy per second.
  • Energetic Recovery passive gave Subtlety Rogues increased energy regeneration while using Recuperate.
  • The Venomous Wounds mechanic was still present for Assassination.

6. Warlords of Draenor (2014–2016)

  • Energy Regeneration : Remained at 10 energy per second.
  • Rogues had access to Restless Blades, which allowed cooldown reduction for key abilities but did not directly impact energy regeneration.

7. Legion (2016–2018)

  • Energy Regeneration : The baseline rate continued to be 10 energy per second.
  • Artifact traits such as Master Assassin’s Initiative increased energy regeneration during key windows.
  • Venomous Wounds still played a major role for Assassination Rogues, providing extra energy.

8. Battle for Azeroth (2018–2020)

  • Energy Regeneration : Maintained the 10 energy per second rate.
  • Azerite traits like Shrouded Suffocation or Echoing Blades gave indirect energy regeneration by enhancing certain Rogue abilities.

9. Shadowlands (2020–2022)

  • Energy Regeneration : Still 10 energy per second.
  • Covenants, legendaries, and conduits allowed some indirect boosts to energy regeneration. For example, Deeper Stratagem (Subtlety) could result in slightly better energy management through more efficient combo point generation.

10. Dragonflight (2022–2024)

  • Energy Regeneration : Baseline remains 10 energy per second.
  • Rogues can gain additional energy via Slice and Dice, Venomous Wounds (Assassination), or special effects like talents in Dragonflight that improve energy regeneration indirectly.
  • Thistle Tea returned as a cooldown that restores a large amount of energy, helping with burst energy regeneration.

Consistent Factors:

  • Baseline Energy Regeneration : Across all expansions, the baseline energy regeneration rate has been 10 energy per second, with energy ticking every 1 second instead of the 2-second tick in early Vanilla.
  • Haste : Starting from The Burning Crusade, Haste has played a role in increasing energy regeneration, scaling it up beyond the 10 energy per second rate.

In conclusion, the base rate of energy regeneration has remained at 10 energy per second, with no changes or re-works to the slow regeneration of energy, even though the abilities that require energy to use has more than doubled over the year.

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The problem with changing energy talents is that other energy talents are rebalanced as a result due to an overall budget of a what if scenario of selecting all the energy talents.

It is easier to fix baseline energy for all three specs and then rebalanced the energy talents to be optional and not mandatory.

:surfing_woman: :surfing_man:

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a simple talent that would make haste x% more effective for energy regeneration would fix both the energy regen issues and the haste scaling issues.

for instance, 10% haste right now increases energy regen by 1 per second, if I am not mistaken. the talent would make 10% haste increase energy regen by 2 per second, or whatever value it would have to be to make haste competitive with the other stats. pretty easy to balance.

so if a rogue wanted to spam harder, he’d just have to stack haste.
if he is happy with the current pacing, he would not stack haste.

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